#ifndef RenderInline_h
#define RenderInline_h
#include "RenderFlow.h"
namespace WebCore {
class Position;
class RenderInline : public RenderFlow {
public:
RenderInline(Node*);
virtual ~RenderInline();
virtual const char* renderName() const;
virtual bool isRenderInline() const { return true; }
virtual bool isInlineFlow() const { return true; }
virtual bool childrenInline() const { return true; }
virtual bool isInlineContinuation() const;
virtual void addChildToFlow(RenderObject* newChild, RenderObject* beforeChild);
void splitInlines(RenderBlock* fromBlock, RenderBlock* toBlock, RenderBlock* middleBlock,
RenderObject* beforeChild, RenderFlow* oldCont);
void splitFlow(RenderObject* beforeChild, RenderBlock* newBlockBox,
RenderObject* newChild, RenderFlow* oldCont);
virtual void setStyle(RenderStyle*);
virtual void layout() { }
virtual void paint(PaintInfo&, int tx, int ty);
virtual bool nodeAtPoint(const HitTestRequest&, HitTestResult&, int x, int y, int tx, int ty, HitTestAction);
virtual bool requiresLayer();
virtual int width() const;
virtual int height() const;
virtual int offsetLeft() const;
virtual int offsetTop() const;
void absoluteRects(Vector<IntRect>&, int tx, int ty, bool topLevel = true);
void absoluteQuads(Vector<FloatQuad>&, int tx, int ty, bool topLevel = true);
virtual VisiblePosition positionForCoordinates(int x, int y);
protected:
static RenderInline* cloneInline(RenderFlow* src);
};
}
#endif // RenderInline_h